Tren Game Edukasi Sejarah Lokal sebagai Alat Bantu Pembelajaran

Authors

  • Fahmi Firdausi Ahla Universitas Negeri Surabaya
  • Ahmad Ubaidillah Universitas Islam Negeri Malang

Abstract

Abstrak

Interaksi Transformasi digital mendorong pembelajaran sejarah untuk bergerak dari pola hafalan menuju pengalaman belajar yang lebih kontekstual, interaktif, dan dekat dengan kehidupan peserta didik. Dalam konteks tersebut, game edukasi berbasis sejarah lokal mulai banyak digunakan sebagai alat bantu pembelajaran karena mampu menghubungkan materi sejarah dengan ruang sosial, tokoh, peristiwa, artefak, dan memori kolektif masyarakat sekitar. Penelitian ini bertujuan mendeskripsikan tren penggunaan game edukasi berbasis sejarah lokal sebagai alat bantu pembelajaran. Metode yang digunakan adalah penelitian kualitatif dengan strategi studi literatur terhadap artikel ilmiah bereputasi dan terakreditasi yang terbit pada 2020–2026. Data dianalisis melalui reduksi, kategorisasi tematik, sintesis kritis, dan penarikan simpulan. Hasil kajian menunjukkan lima tren utama, yaitu pemanfaatan game kuis digital untuk penguatan konsep, pengembangan game mobile dan web berbasis sejarah lokal, penggunaan serious game dan permainan naratif, integrasi teknologi imersif seperti augmented reality, virtual reality, GIS, dan virtual field trip, serta penguatan asesmen melalui keterampilan berpikir historis. Kesimpulannya, game edukasi sejarah lokal efektif sebagai alat bantu apabila dirancang berbasis sumber sejarah, selaras kurikulum, dan disertai refleksi kritis.

Kata Kunci : Perilaku game edukasi; sejarah lokal; pembelajaran sejarah; game-based learning; literasi sejarah

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References

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Published

2026-06-30

How to Cite

Ahla, F. F., & Ubaidillah, A. (2026). Tren Game Edukasi Sejarah Lokal sebagai Alat Bantu Pembelajaran. Avatara: Jurnal Pendidikan Sejarah, 17(3), 119–131. Retrieved from https://ejournal.unesa.ac.id/index.php/avatara/article/view/79636
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